Its insanity. level 1 11 points 5 years ago Picked this up on the Vita during Ps Plus free monthly games.Press question mark to learn the rest of the keyboard shortcuts Log in sign up User account menu 98 rGames Game Discussion - Rogue Legacy.The game was released on June 27, 2013 for Microsoft Windows and OnLives cloud gaming platform.
Macintosh and Linux versions of the game were released on October 16, 2013, while PlayStation 3, PlayStation 4, and PlayStation Vita versions became available on July 29, 2014. Prompts: Was the roguelike element of the game well executed How Was the game fun and motivating in the long run What would you improve for a potential sequel 65 comments share save hide report 84 Upvoted This thread is archived New comments cannot be posted and votes cannot be cast Sort by best level 1 56 points 5 years ago This game was perfect for playing while listening to podcasts. A sequel with more content and variety would be much welcomed. I played while listening to SleepyCast and it was one of the most fun games I played last year. Continue this thread level 2 7 points 5 years ago I hear that. Continue this thread level 2 7 points 5 years ago The problem was that the game more or less encouraged the grind as a means to progress so you eventually got sloppy, then all of a sudden they throw you to those Neo bosses with preset powers and you gets immediately wrecked. The difficulty curve was just too stupid, i did complete the game but havent touched it since. But I think youve got a misunderstanding as to why the remix bosses were added. But after ten or more rounds through the game, the enemies start getting stupidly hard to get past, though the bosses remain roughly as easy as ever to beat. The remix bosses provide a bunch of new tests of the abilities honed by those players who have truly mastered the games controls. Rogue Legacy Metacritic Full Use OfYou cant grind to get past them; youre given a set character, and you have to prove that you can make full use of its abilities and controls. They arent mandatory for progression so that the pace of the game is not impeded for players who are not yet ready for them. As much as I agree that more varied content in general would be a good thing, beating all of those remix bosses was a sweet, well-earned satisfaction, that I am more than glad that the devs included. If you have none, you have a potentially longer-lived game with a rabid fanbase (think Binding of Isaac or FTL). With it, your game has a shorter lifespan since everyone will eventually simply finish it, but I think its a much tighter experience with wider appeal. Personally, I prefer the latter, but I suppose its understandable that devs might chase the huge icons of the genre with long tails. Continue this thread level 2 1 point 5 years ago Dwarf Fortress seems to defy this trade off. It could be argued that the civilizations a player leaves behind are a type of progression, easing the efforts of future fortresses or adventurers. The latest devlog describes how cultures will learn and retain knowledge in books. Chemists, engineers, artists, necromancers, hippies; they will take upon apprentices and research projects to further the ability of their people.
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